#include"ShaderLiteral.hpp"

const char* aMazing::detail::plain_2d_rendering = "Texture2D txDiffuse : register(t0);"
"SamplerState samLinear : register(s0);"
"cbuffer cameraMatrices : register(b0)"
"{"
"	matrix World;"
"	matrix View;"
"	matrix Projection;"
"	float3 eyeDirection;"
"};"
"struct VS_INPUT"
"{"
"	float4 Pos : POSITION;"
"	float4 Nor : NORMAL;"
"	float2 Tex : TEXCOORD0;"
"};"
"struct PS_INPUT"
"{"
"	float4 Pos : SV_POSITION;"
"	float2 Tex : TEXCOORD0;"
"};"
"PS_INPUT VSEntry(VS_INPUT input)"
"{"
"	PS_INPUT output = (PS_INPUT)0;"
"	output.Pos = float4(input.Pos.xy, 0.0f, 1.0f);"
"	output.Tex = input.Tex;"
"	return output;"
"}"
"float4 PSEntry(PS_INPUT input) : SV_Target"
"{"
"	float4 color = txDiffuse.Sample(samLinear, input.Tex);"
"	clip(color.a == 0.0f ? -1 : 1);"
"	return color;"
"}";